Problem with InputManager axes

I want to add a Z axis to the InputManager (Shift down and Space up). I typed everything in up to “Type”.
There are 3 options: “Key or Mouse Button”, “Mouse Movement” and “Joystick axis”.
I chose “Key or Mouse Button” because it seamed to be logical.
But then I have to choose an axis which is X, Y or a Joystick axis. That’s not logical, I want to define an axis.
And “Joy Num” is also strange, I don’t want to work with Joysticks but there is no “None” option.
I’m confused, what do I have to choose?

@Guenter123987 The axis represented by the InputManager isn’t actually the axis that you want your object to travel. It simply represents the axis of movement on the device itself. For instance, on the XBox One controller, the two thumbsticks can move in some combination of the X and Y axes. If you move a stick forward, away from your body and perpendicular to it, that’s the Y axis on the controller. If you move the stick parallel to your body to the right or left, that’s the X axis. The axes are local to the controller, in other words. The reason for there being up to 28 axes is that it allows controllers with more than two objects that move on some axis. For instance, a typical flight stick might have the actual stick, but also have levers for ailerons (brakes, I think), throttle, and others. Each of those could be mapped to a higher order axis than just the first two. It’ll largely depend on the device driver.

If you want to move a GameObject along any axis (which in Unity, positive Z is into the screen, while negative Z is moving in a direction out of the screen past and behind you), using the shift and space keys, you’d set up buttons, rather than an axis.

Scripts are how you check your inputs to determine the translation you’ll apply to your GameObject.